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paga  



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#1 Posted at 2017-02-02 11:00        
     
Hi!
I have absolutely no clue how to make it or if its possible.
I want something similar to the Apex MP coop mission starts, so when every player see the map briefing etc... they can press ready but the misson won't start until every member hits ready an it shows that you have to wait other members to be ready.
The simple case it is "continue" at the bottom right and it does not force players to wait the others so sometimes they hit instantly and mess up the whole start...
So what i want is a coop that players should wait each other ready make sure they all checked briefing etc... and when all of them hit ready (deploy) the mission will start from insertion point.

Thanks for help!


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#2 Posted at 2017-02-02 13:59        
     
Try in init.sqf:

if (isMultiplayer && hasInterface) then {
  	startLoadingScreen ["Waiting for other players..."];
  	waitUntil {({isPlayer _x} count playableUnits) == (count playableUnits) or serverTime > 600};
    endLoadingScreen;
};

Here serverTime runs with the server as safeguard, to avoid infinite wait.
See also progressLoadingScreen, but it seems that needs resources in description.ext.

This post was edited by Pierre MGI (2017-02-02 14:55, ago)

PLEASE CONTACT ME ON BI FORUMS FOR ANY SCRIPT / MOD QUESTION. TKS

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#3 Posted at 2017-02-02 17:08        
     
Look into the apex campaign configs? It's probably something like a description.ext template.

Sometimes I like to think as I started the whole "earplugs" thing.

W0lle: The only advice I can give you is: Do not try to understand BI. You will not succeed and it only makes your brain go boom. I would even go so far and say that not even they understand their own actions :-D.

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paga  



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#4 Posted at 2017-02-02 22:26        
     
# Pierre MGI : Try in init.sqf:

if (isMultiplayer && hasInterface) then {
  	startLoadingScreen ["Waiting for other players..."];
  	waitUntil {({isPlayer _x} count playableUnits) == (count playableUnits) or serverTime > 600};
    endLoadingScreen;
};

Here serverTime runs with the server as safeguard, to avoid infinite wait.
See also progressLoadingScreen, but it seems that needs resources in description.ext.

Great thanks it works! :)